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50 results for "pose"

function
UAnimInstance::AddPoseSnapshot Engine

Registers a pre-constructed pose snapshot under the given name.

function
UKismetMathLibrary::ComposeRotators Engine

Combines two rotators into a single rotator that represents applying A first, then B.

function
UKismetMathLibrary::ComposeTransforms Engine

Composes two transforms as A * B, yielding a transform that first applies A and then B.

function
UBlendSpace::GetAnimationPose Engine

Extracts a blended pose into OutAnimationPoseData by evaluating each sample in BlendSampleDataCache and combining them according to their weights.

function
UAnimInstance::GetLinkedInputPoseNode Engine

Retrieves a linked input pose node by its node ID and optional link index.

function
UAnimInstance::GetPoseSnapshot Engine

Returns a read-only pointer to the stored pose snapshot with the given name, or nullptr if no snapshot exists under that name.

function
UKismetMathLibrary::Matrix_GetTransposeAdjoint Engine

Returns the transpose adjoint (cofactor matrix transposed) of the given matrix.

function
UKismetMathLibrary::Matrix_GetTransposed Engine

Returns the transpose of the matrix (rows and columns swapped).

function
UAnimInstance::RemovePoseSnapshot Engine

Removes a previously stored pose snapshot from this AnimInstance by name.

function
UAnimInstance::SavePoseSnapshot Engine

Captures the current skeletal mesh pose and stores it internally under the given name.

function
UAnimInstance::SnapshotPose Engine

Captures the current evaluated pose into an FPoseSnapshot struct for external use.

class
AGameStateBase Engine

Replicated actor that holds authoritative game state visible to all clients — the client-accessible counterpart to `AGameModeBase`.

function
UKismetMathLibrary::Add_Vector2DVector2D Engine

Returns the component-wise sum of two 2D vectors (A + B).

function
UBlueprintPathsLibrary::AutomationTransientDir Engine

Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts.

function
UKismetMathLibrary::BMax Engine

Returns the larger of two byte values.

function
UKismetMathLibrary::BMin Engine

Returns the smaller of two byte values.

class
UBlueprintInstancedStructLibrary Engine

Function library that exposes FInstancedStruct — a type-erased container that can hold an instance of any UScriptStruct — to Blueprint graphs.

class
UBlueprintPathsLibrary Engine

A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.

function
UAnimInstance::BlueprintPostEvaluateAnimation Engine

Blueprint event called after the animation graph has been evaluated and final pose computed.

function
UKismetSystemLibrary::BoxTraceMulti Engine

Sweeps an oriented box from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.

function
UKismetSystemLibrary::BoxTraceMultiByProfile Engine

Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns all overlapping hits plus the first blocking hit.

function
UKismetSystemLibrary::BoxTraceMultiForObjects Engine

Sweeps an oriented box from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::BoxTraceSingle Engine

Sweeps an oriented box from Start to End against the given Trace Channel and returns the first blocking hit encountered.

function
UKismetSystemLibrary::BoxTraceSingleByProfile Engine

Sweeps an oriented box from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::BoxTraceSingleForObjects Engine

Sweeps an oriented box from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

function
UKismetMathLibrary::BreakBoxSphereBounds Engine

Decomposes an FBoxSphereBounds into its origin, box half-extent, and sphere radius components.

function
UKismetMathLibrary::BreakColor Engine

Decomposes an FLinearColor into its individual R, G, B, and A float components.

function
UKismetMathLibrary::BreakDateTime Engine

Decomposes an FDateTime into its year, month, day, hour, minute, second, and millisecond components.

function
UKismetMathLibrary::BreakFrameRate Engine

Decomposes an FFrameRate into its numerator and denominator integers.

function
UGameplayStatics::BreakHitResult Engine

Decomposes an FHitResult struct into its individual fields.

function
UKismetMathLibrary::BreakQualifiedFrameTime Engine

Decomposes an FQualifiedFrameTime into its constituent frame number, frame rate, and sub-frame offset.

function
UKismetMathLibrary::BreakQuat Engine

Decomposes an FQuat into its raw X, Y, Z, W float components.

function
UKismetMathLibrary::BreakRotator Engine

Decomposes a rotator into its Roll, Pitch, and Yaw components in degrees.

function
UKismetRenderingLibrary::BreakSkinWeightInfo Engine

Decomposes an FSkelMeshSkinWeightInfo struct into its four individual bone index/weight pairs.

function
UKismetMathLibrary::BreakTimespan Engine

Decomposes an FTimespan into its individual days, hours, minutes, seconds, and milliseconds components.

function
UKismetMathLibrary::BreakTimespan2 Engine

Decomposes an FTimespan into days, hours, minutes, seconds, and a nanosecond fraction.

function
UKismetMathLibrary::BreakTransform Engine

Decomposes a FTransform into its Location, Rotation, and Scale components.

function
UKismetMathLibrary::BreakVector Engine

Decomposes an FVector into its three individual double components.

function
UKismetMathLibrary::BreakVector2D Engine

Decomposes an FVector2D into its individual X and Y double components via output parameters.

function
UKismetMathLibrary::BreakVector4 Engine

Decomposes an FVector4 into its four individual double-precision components via output parameters.

function
UKismetSystemLibrary::CapsuleTraceMulti Engine

Sweeps a capsule from Start to End against the given Trace Channel and returns every hit encountered, including overlaps before the first blocking hit.

function
UKismetSystemLibrary::CapsuleTraceMultiForObjects Engine

Sweeps a capsule from Start to End and returns every hit against components whose collision responds to one of the given Object Types.

function
UKismetSystemLibrary::CapsuleTraceSingle Engine

Sweeps a capsule from Start to End against the given Trace Channel and returns the first blocking hit encountered.

function
UKismetSystemLibrary::CapsuleTraceSingleByProfile Engine

Sweeps a capsule from Start to End against the world using a named Collision Profile and returns the first blocking hit.

function
UKismetSystemLibrary::CapsuleTraceSingleForObjects Engine

Sweeps a capsule from Start to End and returns the first hit against a component whose collision responds to one of the given Object Types.

function
UBlueprintSpringMathLibrary::ConvertStrengthToSmoothingTime Engine

Converts a spring's strength (undamped frequency in Hz) into its equivalent smoothing time in seconds.

property
FMontageSubStepper::DeltaMove Engine

The signed distance the montage position moves during the current sub-step, exposed read-only via GetDeltaMove().

function
UAnimInstance::EnableUpdateAnimation Engine

Enables or disables the animation update tick for this instance.

function
UBlueprintPathsLibrary::EngineDir Engine

Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.

function
UBlueprintPathsLibrary::EnterpriseDir Engine

Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling.